Search results for "68cac680fece099ba42c8d61fd4159d3" in md5 (4)

/vg/ - /sg/ - S.T.A.L.K.E.R. General
Anonymous No.534875883
>>534857470
>>534860921
Duly noted. The psi-zones are indeed manually placed by me. There are artifacts that shield against psi damage. With 100% psi protection the psi-zones deal no damage. Creating a psi-helmet for the Ecologists to sell isn't a bad idea, either.

>it gives the psi-oriented outfits to have more of a impact and a choice for the player
This was my idea for the psi-zones, plus they are a part of the lore so I wanted them in the mod.
As for the psi-zone in the Yantar/Army Warehouses level changer, it was there before I placed the level changer lol. But yeah, in hindsight it's a good idea to remove that psi-zone.

>>534864270
I always play with the crosshair turned off so I never noticed it wasn't the vanilla one lol.

I'm glad you are having fun with the mod, anons. It's great seeing it, that's what I always wanted with Chernobyl Freeplay but the original version was so damn buggy it was barely playable.
I'm taking all your feedback into consideration for when I make an update to the mod.
/vg/ - /sg/ - STALKER General
Anonymous No.532814970
>>532814540
SoC is the only one I need.
/vg/ - /sg/ - STALKER General
Anonymous No.532207631
>>532207240
*Shitty boring cookie-cutter OP image thread

FTFY

>Verification not needed
/vg/ - /sg/ - STALKER General
Anonymous No.527673731
>>527670596
I actually just fixed it and feel like a god right now.
A certain NPC in the level did not have his community listed in death_manager.script, which caused the game to shit itself once he died in the blowout.